#version 330 core

layout (location = 0) in vec3 position;
layout (location = 1) in vec3 fragColor;

out vec4 v_fragColor;

uniform mat4 u_proj;
uniform mat4 u_view;
uniform mat4 u_model;

void main()
{
    gl_Position = u_proj * u_view * u_model * vec4(position, 1.0);
    v_fragColor = vec4(fragColor, 1.0);
}